Core/Misc: more fixups
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@@ -798,11 +798,7 @@ void Creature::RegenerateHealth()
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if (!isRegeneratingHealth())
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return;
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bool isInCombat = IsInCombat() && (!GetVictim() || // if IsInCombat() is true and this has no victim
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!EnsureVictim()->GetCharmerOrOwnerPlayerOrPlayerItself() || // or the victim/owner/charmer is not a player
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!EnsureVictim()->GetCharmerOrOwnerPlayerOrPlayerItself()->IsGameMaster()); // or the victim/owner/charmer is not a GameMaster
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if (IsInEvadeMode() || (isInCombat && !IsPolymorphed() && !CanNotReachTarget())) // regenerate health if not in combat or if polymorphed
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if (IsInEvadeMode() || (IsEngaged() && !IsPolymorphed() && !CanNotReachTarget())) // regenerate health if not in combat or if polymorphed
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return;
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uint32 curValue = GetHealth();
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@@ -3213,7 +3209,7 @@ void Creature::AtEngage(Unit* target)
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Dismount();
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MovementGeneratorType const movetype = GetMotionMaster()->GetCurrentMovementGeneratorType();
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if (movetype == WAYPOINT_MOTION_TYPE || movetype == POINT_MOTION_TYPE || (IsAIEnabled() && AI()->IsEscorted()))
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if (movetype == WAYPOINT_MOTION_TYPE || movetype == POINT_MOTION_TYPE || (IsAIEnabled && AI()->IsEscorted()))
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SetHomePosition(GetPosition());
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if (CreatureAI* ai = AI())
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@@ -2178,7 +2178,7 @@ void Unit::FakeAttackerStateUpdate(Unit* victim, WeaponAttackType attType /*= BA
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if ((attType == BASE_ATTACK || attType == OFF_ATTACK) && !IsWithinLOSInMap(victim))
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return;
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AttackedTarget(victim, true);
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AtTargetAttacked(victim, true);
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RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MELEE_ATTACK);
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if (attType != BASE_ATTACK && attType != OFF_ATTACK)
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@@ -9261,7 +9261,7 @@ void Unit::AtTargetAttacked(Unit* target, bool canInitialAggro)
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Player* myPlayerOwner = GetCharmerOrOwnerPlayerOrPlayerItself();
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Player* targetPlayerOwner = target->GetCharmerOrOwnerPlayerOrPlayerItself();
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if (myPlayerOwner && targetPlayerOwner && !(myPlayerOwner->duel && myPlayerOwner->duel->Opponent == targetPlayerOwner))
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if (myPlayerOwner && targetPlayerOwner && !(myPlayerOwner->duel && myPlayerOwner->duel->opponent == targetPlayerOwner))
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{
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myPlayerOwner->UpdatePvP(true);
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myPlayerOwner->SetContestedPvP(targetPlayerOwner);
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